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b/Guardian of Silverkeep/Assets/Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 0feae073d00c044919110c9ff55e5f69 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/Anim2D.cs b/Guardian of Silverkeep/Assets/Scripts/Anim2D.cs new file mode 100755 index 0000000..c4e9e73 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Anim2D.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections; + +public class Anim2D : MonoBehaviour { + + // calculation variables + private Vector3 tempVector; + private Vector3 tempVector2; + private int i; + + // animation variables (variables used for processing aniamtion) + /* Added Stuff*/ + //---------------------------------- + //public float anim_Walk_Min = 1; + //public float anim_Nametest_Max = 5; + //---------------------------------- + + public float FrameRate = 11f; // how many frames to play per second + public float anim_Walk_Min = 1; // the initial frame of the walk animation + public float anim_Walk_Max = 10; // the final frame of the walk animation + public float anim_Idle_Min = 11; // the initial frame of the idle animation + public float anim_Idle_Max = 20; // the final frame of the idle animation + public float anim_Melee_Min = 22; // the initial frame of the melee animation + public float anim_Melee_Max = 30; // the final frame of the melee animation + + public float sheetRows = 5; // Total columns in sprite sheet + public float sheetColumns = 4; // Total Rows in sprite sheet + + private float frameNum = 1; // the current frame being played, + //private float animID_Idle = 0; // the ID of the stand animation + //private float animID_Walk = 1; // the ID of the walk animation + //private float animID_Melee = 2; // the ID of the melee animation + //private float currentAnim = 1; // the ID of the current animation being played + //--------------------------- + enum AnimID + { + Idle,walk,melee + } + private AnimID currentAnim = AnimID.Idle; + //--------------------------- + private float AnimTime = 0f; // time to pass before playing next animation + private Vector2 sheetPos; // the X, Y position of the frame + private Vector2 sheetOffset; // the offset value of the X, Y coordinate for the texture + + // Use this for initialization + void Start () { + + } + + void Update () { + + HandleAnimation(); + + } + + void HandleAnimation () // handles all animation + { + FindAnimation(); + ProcessAnimation(); + } + + void FindAnimation () + { + //if (inputMovement.magnitude > 0) + //{ + // currentAnim = animID_Walk; + //} else { + //currentAnim = animID_Melee; + currentAnim = AnimID.walk; + //} + } + + void ProcessAnimation () + { + + // AnimTime -= Time.deltaTime; subtract the number + // of seconds passed since the last frame, if the game + // is running at 30 frames per second the variable will + // subtract by 0.033 of a second (1/30) + + AnimTime -= Time.deltaTime; + + if (AnimTime <= 0) + { + frameNum += 1; + // one play animations (play from start to finish) + if (currentAnim == AnimID.melee) + { + frameNum = Mathf.Clamp(frameNum,anim_Melee_Min,anim_Melee_Max+1); + if (frameNum > anim_Melee_Max) + { + /* if (meleeAttackState + == true) // this has been commented out until we add enemies that will attack with their evil alien + claws + { + frameNum = + anim_Melee_Min; + } else { + currentFrame = + frameStand; + frameNum = + anim_Idle_Min; + }*/ + } + } + +// cyclic animations (cycle through the animation) + if (currentAnim == AnimID.Idle) + { + frameNum = Mathf.Clamp(frameNum,anim_Idle_Min,anim_Idle_Max+1); + + if (frameNum > anim_Idle_Max) + { + frameNum = anim_Idle_Min; + } + } + if (currentAnim == AnimID.walk) + { + frameNum = Mathf.Clamp(frameNum,anim_Walk_Min,anim_Walk_Max+1); + if (frameNum > anim_Walk_Max) + { + frameNum = anim_Walk_Min; + } + } + // if the FrameRate is 11, 1/11 is one eleventh of a second, that is the time we are waiting before we + //play the next frame. + + AnimTime += (1/FrameRate); + } + + sheetPos.y = 0; + + // find the number of frames down the animation is and set the y coordinate accordingly + for (i=(int)frameNum; i > 5; i-=5) + { + sheetPos.y += 1; + } + + sheetPos.x = i - 1; // find the X coordinate of the frame to play + sheetOffset = new Vector2(1 - (sheetPos.x/sheetRows),1 -(sheetPos.y/sheetColumns)); // find the X and Y coordinate of the frame to display + renderer.material.SetTextureOffset ("_MainTex", sheetOffset); // offset the texture to display the correct frame + } + +} diff --git a/Guardian of Silverkeep/Assets/Scripts/Anim2D.cs.meta b/Guardian of Silverkeep/Assets/Scripts/Anim2D.cs.meta new file mode 100644 index 0000000..47234b3 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Anim2D.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2ecca68a35092e4ea27328dcf14816a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/CamControl.js b/Guardian of Silverkeep/Assets/Scripts/CamControl.js new file mode 100644 index 0000000..b8d46b8 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/CamControl.js @@ -0,0 +1,19 @@ +//Written by Scott Kovacs via UnityAnswers.com; Oct 5th 2010 +//2DCameraFollow - Platformer Script + +var dampTime : float = 0.3; //offset from the viewport center to fix damping +private var velocity = Vector3.zero; +var target : Transform; + +function Update() { + if(target) { + var point : Vector3 = camera.WorldToViewportPoint(target.position); + var delta : Vector3 = target.position - camera.ViewportToWorldPoint(Vector3(0.5, 0.5, point.z)); + var destination : Vector3 = transform.position + delta; + + // Set this to the Y position you want the camera locked to + destination.y = 0; + + transform.position = Vector3.SmoothDamp(transform.position, destination, velocity, dampTime); + } +} \ No newline at end of file diff --git a/Guardian of Silverkeep/Assets/Scripts/CamControl.js.meta b/Guardian of Silverkeep/Assets/Scripts/CamControl.js.meta new file mode 100644 index 0000000..81668a4 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/CamControl.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1ceefdd8dead4455686556e1580b17a1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/CameraTest.cs b/Guardian of Silverkeep/Assets/Scripts/CameraTest.cs new file mode 100644 index 0000000..60268fd --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/CameraTest.cs @@ -0,0 +1,13 @@ +using UnityEngine; +using System.Collections; + +public class CameraTest : MonoBehaviour +{ + public Camera m_Camera; + + void Update() + { + transform.LookAt(transform.position + m_Camera.transform.rotation * Vector3.back, + m_Camera.transform.rotation * Vector3.up); + } +} \ No newline at end of file diff --git a/Guardian of Silverkeep/Assets/Scripts/CameraTest.cs.meta b/Guardian of Silverkeep/Assets/Scripts/CameraTest.cs.meta new file mode 100644 index 0000000..5dcf6b8 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/CameraTest.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2d94b001577fb4600bea455d6b7e5d34 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/EnemyAttack_Range.cs b/Guardian of Silverkeep/Assets/Scripts/EnemyAttack_Range.cs new file mode 100644 index 0000000..808f8ab --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/EnemyAttack_Range.cs @@ -0,0 +1,53 @@ +using UnityEngine; +using System.Collections; + +public class EnemyAttack_Range : MonoBehaviour +{ + #region Field + public float ProjectileSpeed; + public GameObject hero; + private Vector3 selfPosition; + private Vector3 heroPosition; + private float tmpGetOne; + #endregion + + // initialization + void Start () { + //hero = (Hero) GameObject.Find("Hero").GetComponent("Hero"); + hero = GameObject.Find("Hero"); + //destry itself after some time + StartCoroutine(DestroySelf()); + //when initializated, find self pos and hero pos to get projectile direction + selfPosition = new Vector3 (transform.position.x, 0, transform.position.z); + heroPosition = new Vector3 (hero.transform.position.x, 0, hero.transform.position.z); + tmpGetOne = Mathf.Sqrt((hero.transform.position.x - transform.position.x) * (hero.transform.position.x - transform.position.x) + (hero.transform.position.z - transform.position.z) * (hero.transform.position.z - transform.position.z)); + + + + } + + // Update is called once per frame + void Update () + { + float amtToMove = ProjectileSpeed * Time.deltaTime; + transform.Translate((heroPosition - selfPosition) * amtToMove / tmpGetOne ); + + + } + //when hit player, call player gothit func + void OnTriggerEnter(Collider otherObject) + { + //Debug.Log ("got hit"); + + if (otherObject.tag == "Player") + { + otherObject.gameObject.SendMessage("heroGotHit",1); + } + } + //helper function, disappear after some time + IEnumerator DestroySelf() + { + yield return new WaitForSeconds(1.5f); + Destroy(this.gameObject); + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/EnemyAttack_Range.cs.meta b/Guardian of Silverkeep/Assets/Scripts/EnemyAttack_Range.cs.meta new file mode 100644 index 0000000..bb6fc9c --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/EnemyAttack_Range.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2939076e613514d769a8dd96b0cf9193 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/EnemyGenerator.cs b/Guardian of Silverkeep/Assets/Scripts/EnemyGenerator.cs new file mode 100644 index 0000000..a8f79f1 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/EnemyGenerator.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using System.Collections; + +public class EnemyGenerator : MonoBehaviour +{ + #region Field + public GameObject Enemy01; + public GameObject Villager01; + public float spawnRate; + private Vector3 SelfPosition; + private Vector3 SpawnLocationRandomize; + private float posX; + private float posZ; + // Use this for initialization + enum CycleStat + { + day, + night + } + static CycleStat cycle = CycleStat.night; + #endregion + + void Start () + { + StartCoroutine(Generate()); + //start generating enemy + } + + // Update is called once per frame + void Update () + { + SelfPosition = new Vector3(transform.position.x, 0, transform.position.z); + //keep track of self position for further usage + } + #region functions + //Generate() is a coroutine that spawns different stuff according to day or night, semi randomly location wise + IEnumerator Generate() + { + while(true) + { + while(cycle == CycleStat.night) + { + yield return new WaitForSeconds(spawnRate); + posX = Random.Range (0, 3); + posZ = Random.Range (0, 3); + SpawnLocationRandomize = new Vector3(posX, 0, posZ); + Instantiate(Enemy01 , SelfPosition + SpawnLocationRandomize, Quaternion.identity); + } + + while(cycle == CycleStat.day) + { + //fill day stuff here: spawn villagers and shit + yield return new WaitForSeconds(spawnRate); + posX = Random.Range (0, 3); + posZ = Random.Range (0, 3); + SpawnLocationRandomize = new Vector3(posX, 0, posZ); + Instantiate(Villager01 , SelfPosition + SpawnLocationRandomize, Quaternion.identity); + + } + } + + + } + //cycleswitch() is a function that usually called by Timer_noGUI for day/night cycle change + void CycleSwitch() + { + if (cycle == CycleStat.night) + cycle = CycleStat.day; + else cycle = CycleStat.night; + Debug.Log("day/night cycle switched!"); + } + #endregion +} diff --git a/Guardian of Silverkeep/Assets/Scripts/EnemyGenerator.cs.meta b/Guardian of Silverkeep/Assets/Scripts/EnemyGenerator.cs.meta new file mode 100644 index 0000000..f9e4cf0 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/EnemyGenerator.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 92397dffa2ddd43f598c8dd8d209af12 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardRanged.cs b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardRanged.cs new file mode 100644 index 0000000..dfb9666 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardRanged.cs @@ -0,0 +1,136 @@ +using UnityEngine; +using System.Collections; + +public class Enemy_StandardRanged : MonoBehaviour +{ + #region Field + //test projectile generating + public GameObject enemyAttackRanged; + + + public float enemyMoveSpeed; + public int enemyHealth; + public int enemyDamage; + private Vector3 selfPosition; + public GameObject JoyStone; + private Vector3 moveDirection = Vector3.zero; + private CharacterController controller; + //for facing control + //private int lastX; + //private int lastZ; + + enum EnemyMentalState + { + idle, + moving, + aggressive + } + enum EnemyDirection + { + up, + down, + left, + right + } + private EnemyMentalState mentalstate = EnemyMentalState.moving; + private EnemyDirection direction = EnemyDirection.right; + #endregion + + //helper function that helps choose state + static T GetRandomEnum() + { + System.Array A = System.Enum.GetValues(typeof(T)); + T V = (T)A.GetValue(UnityEngine.Random.Range(0,A.Length)); + return V; + } + + // Use this for initialization + void Start () + { + StartCoroutine(EnemyBehavior()); + } + + // Update is called once per frame + void Update () + { + CharacterController controller = this.gameObject.GetComponent(); + controller.isTrigger = true; + //updating selfPosition + selfPosition = new Vector3(transform.position.x, 0, transform.position.z); + if(transform.position.y != 0) + transform.Translate(0, -transform.position.y, 0); + + Vector3 CurrentDirection = Vector3.right; + #region Mental Status: Moving + if(direction == EnemyDirection.up) + CurrentDirection = Vector3.forward; + else if(direction == EnemyDirection.down) + CurrentDirection = Vector3.back; + else if(direction == EnemyDirection.right) + CurrentDirection = Vector3.right; + else if(direction == EnemyDirection.left) + CurrentDirection = Vector3.left; + moveDirection = CurrentDirection * enemyMoveSpeed; + + #endregion + #region Mental Status : idle + if (mentalstate == EnemyMentalState.idle) + transform.Translate(0,0,0); + else if (mentalstate == EnemyMentalState.moving) + { + //float amtToMove = enemyMoveSpeed * Time.deltaTime; + //transform.Translate (CurrentDirection * amtToMove); + controller.Move (moveDirection * Time.deltaTime); + + } + + //boundary check + if(transform.position.x <= -35 || transform.position.x >= 35 || transform.position.z >= 20 ||transform.position.z <= -20) + Destroy(this.gameObject); + #endregion + #region Mental Status : aggressive + if (mentalstate == EnemyMentalState.aggressive) + { + Instantiate(enemyAttackRanged, selfPosition, Quaternion.identity); + mentalstate = EnemyMentalState.idle; + + + } + #endregion + + + } + #region EnemyBehavior Generator + IEnumerator EnemyBehavior() + { + while(true) + { + yield return new WaitForSeconds(2f); + mentalstate = GetRandomEnum(); + direction = GetRandomEnum(); + } + } + #endregion + //Func lose health, usually called by ammo object + void gotHit(int dmg) + { + enemyHealth = enemyHealth - dmg; + //death and leave coin behind + if(enemyHealth <= 0) + { + Instantiate(JoyStone, selfPosition, Quaternion.identity); + Destroy(this.gameObject); + + } + } + //hit player by collide, calles player gothit func + void OnTriggerEnter(Collider otherObject) + { + //Debug.Log ("got hit"); + + if (otherObject.tag == "Player") + { + otherObject.gameObject.SendMessage("heroGotHit",enemyDamage); + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardRanged.cs.meta b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardRanged.cs.meta new file mode 100644 index 0000000..db82850 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardRanged.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8b8a69032a7f24832a08eacd21ca6cfb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs new file mode 100644 index 0000000..e52bcf6 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs @@ -0,0 +1,122 @@ +using UnityEngine; +using System.Collections; + +public class Enemy_StandardWeak : MonoBehaviour +{ + #region Field + public float enemyMoveSpeed; + public int enemyHealth; + public int enemyDamage; + private Vector3 selfPosition; + public GameObject JoyStone; + private Vector3 moveDirection = Vector3.zero; + private CharacterController controller; + + + enum EnemyMentalState + { + idle, + moving + //aggressive, + } + enum EnemyDirection + { + up, + down, + left, + right + } + private EnemyMentalState mentalstate = EnemyMentalState.moving; + private EnemyDirection direction = EnemyDirection.right; + #endregion + //helper function that choose randomly from a enum + static T GetRandomEnum() + { + System.Array A = System.Enum.GetValues(typeof(T)); + T V = (T)A.GetValue(UnityEngine.Random.Range(0,A.Length)); + return V; + } + + // Use this for initialization + void Start () + { + StartCoroutine(EnemyBehavior()); + } + + // Update is called once per frame + void Update () + { + CharacterController controller = this.gameObject.GetComponent(); + controller.isTrigger = true; + if(transform.position.y != 0) + transform.Translate(0, -transform.position.y, 0); + + //updating selfPosition + selfPosition = new Vector3(transform.position.x, 0, transform.position.z); + //initiallize and updates self direction + Vector3 CurrentDirection = Vector3.right; + #region CurrentDirection choose(need improvement) + if(direction == EnemyDirection.up) + CurrentDirection = Vector3.forward; + else if(direction == EnemyDirection.down) + CurrentDirection = Vector3.back; + else if(direction == EnemyDirection.right) + CurrentDirection = Vector3.right; + else if(direction == EnemyDirection.left) + CurrentDirection = Vector3.left; + moveDirection = CurrentDirection * enemyMoveSpeed; + #endregion + //behavior implements based on mental state + if (mentalstate == EnemyMentalState.idle) + transform.Translate(0,0,0); + else if (mentalstate == EnemyMentalState.moving) + { + //float amtToMove = enemyMoveSpeed * Time.deltaTime; + //transform.Translate (CurrentDirection * amtToMove); + + controller.Move (moveDirection * Time.deltaTime); + + + } + + //boundary check + if(transform.position.x <= -35 || transform.position.x >= 35 || transform.position.z >= 20 ||transform.position.z <= -20) + Destroy(this.gameObject); + + + } + #region EnemyBehavior + IEnumerator EnemyBehavior() + { + while(true) + { + yield return new WaitForSeconds(1f); + mentalstate = GetRandomEnum(); + direction = GetRandomEnum(); + } + } + #endregion + //Func lose health, usually called by ammo unit + void gotHit(int dmg) + { + enemyHealth = enemyHealth - dmg; + //death and leave coin behind + if(enemyHealth <= 0) + { + Instantiate(JoyStone, selfPosition, Quaternion.identity); + Destroy(this.gameObject); + + } + } + + //hit player by collide, call player gothit function + void OnTriggerEnter(Collider otherObject) + { + //Debug.Log ("got hit"); + + if (otherObject.tag == "Player") + { + otherObject.gameObject.SendMessage("heroGotHit",enemyDamage); + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs.meta b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs.meta new file mode 100644 index 0000000..3fbe35b --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fd452d36aa8d5414e80265d46ce69ebf +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/FPSMouseCtrl.cs b/Guardian of Silverkeep/Assets/Scripts/FPSMouseCtrl.cs new file mode 100644 index 0000000..8c12623 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/FPSMouseCtrl.cs @@ -0,0 +1,145 @@ +using UnityEngine; + +using System.Collections; +// From Internet + + +/// MouseLook rotates the transform based on the mouse delta. + +/// Minimum and Maximum values can be used to constrain the possible rotation + + + +/// To make an FPS style character: + +/// - Create a capsule. + +/// - Add the MouseLook script to the capsule. + +/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) + +/// - Add FPSInputController script to the capsule + +/// -> A CharacterMotor and a CharacterController component will be automatically added. + + + +/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. + +/// - Add a MouseLook script to the camera. + +/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) + +[AddComponentMenu("Camera-Control/Mouse Look")] + +public class FPSMouseCtrl : MonoBehaviour { + + + + public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } + + public RotationAxes axes = RotationAxes.MouseXAndY; + + public float sensitivityX = 15F; + + public float sensitivityY = 15F; + + + + public float minimumX = -360F; + + public float maximumX = 360F; + + + + public float minimumY = -60F; + + public float maximumY = 60F; + + + + float rotationY = 0F; + + + + + + + + + + + + void Update () + + { + + + + + + + + if (axes == RotationAxes.MouseXAndY) + + { + + float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; + + + + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + + + transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); + + } + + else if (axes == RotationAxes.MouseX) + + { + + transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); + + } + + else + + { + + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + + + transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); + + } + + } + + + + void Start () + + { + + //if(!networkView.isMine) + + //enabled = false; + + + + // Make the rigid body not change rotation + + //if (rigidbody) + + //rigidbody.freezeRotation = true; + + } + +} \ No newline at end of file diff --git a/Guardian of Silverkeep/Assets/Scripts/FPSMouseCtrl.cs.meta b/Guardian of Silverkeep/Assets/Scripts/FPSMouseCtrl.cs.meta new file mode 100644 index 0000000..9e89faa --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/FPSMouseCtrl.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3a2f5e3d2397f407bb995cda27dc9daa +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs b/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs new file mode 100644 index 0000000..e3509c5 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs @@ -0,0 +1,262 @@ +using UnityEngine; +using System.Collections; + +public class FPS_HERO: MonoBehaviour +{ + #region Fields + public int Health; + public int Score; + public GameObject Hero_Attack_03_Prefab; + public GameObject Hero_Attack_02_Prefab; + public GameObject Hero_Attack_01_Prefab; + //private Rigidbody clone; + #endregion + #region BlinkLegacy + + //stuff for blinks + private float blinkRate = 0.1f; + private int numberOfTimesToBlink = 10; + private int blinkCount = 0; + + #endregion + //for cooldown + private float coolDownPeriodInSeconds = 0.4f; + private float timeStamp; + + enum State + { + Playing, + Invincible, + Dead + } + private State state; + + enum AttackState + { + Attack01 = 1, + Attack02 = 2, + Attack03 = 3 + } + + private AttackState attack = AttackState.Attack01; + + + + // Use this for initialization + void Start () + { + state = State.Playing; + timeStamp = Time.time + coolDownPeriodInSeconds; + } + + + void Update () + { + if (state != State.Dead) + { + if(transform.position.y != 0) + transform.Translate(0, -transform.position.y, 0); + + #region PlayerMovementLegacy + /* + //moving control + CharacterController controller = GetComponent(); + moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); + //moveDirection = transform.TransformDirection(moveDirection); + moveDirection *= speed; + controller.Move(moveDirection * Time.deltaTime); + if(transform.position.y != 0) + transform.Translate(0, -transform.position.y, 0); + + + + + + Face = new Vector3(lastX,0,lastZ); + //Face the hero to the direction he's moving + // transform.LookAt(transform.position + Face);//not using this atm + + + //transform.LookAt(Forward); + */ + #endregion + #region PlayerAttacksLegacy + /* + if (Input.GetAxisRaw("Horizontal") != 0 && lastX != Input.GetAxisRaw("Horizontal")) + { + lastZ = 0; + lastX = Input.GetAxisRaw("Horizontal"); + } + if (Input.GetAxisRaw("Vertical") != 0 && lastZ != Input.GetAxisRaw("Vertical")) + { + lastX = 0; + lastZ = Input.GetAxisRaw("Vertical"); + } + + + + if(Input.GetKeyDown("1")) + { + attack = AttackState.Attack01; + } + if(Input.GetKeyDown("2")) + { + attack = AttackState.Attack02; + } + + if(Input.GetKeyDown("3")) + { + //Vector3 position = new Vector3(transform.position.x ,0 , transform.position.z); + attack = AttackState.Attack03; + } + if(Input.GetKeyDown("4")) + //if(Input.GetMouseButtonDown) + { + attackFunc(); + } + */ + #endregion + } + #region PlayerAttacks + + if(Input.GetKeyDown("1")) + { + attack = AttackState.Attack01; + } + if(Input.GetKeyDown("2")) + { + attack = AttackState.Attack02; + } + + if(Input.GetKeyDown("3")) + { + //Vector3 position = new Vector3(transform.position.x ,0 , transform.position.z); + attack = AttackState.Attack03; + } + //if(Input.GetKeyDown("4")) + if(Input.GetMouseButtonDown(0)) + { + attackFunc(); + } + + #endregion + } + void attackFunc() + { + if (timeStamp <= Time.time) + { + Vector3 positionAttack = transform.position + this.gameObject.transform.forward * 3; + if(attack == AttackState.Attack01) + { + Instantiate(Hero_Attack_01_Prefab , positionAttack , Quaternion.identity); + //Hero_Attack_01_Prefab.rigidbody.AddForce(transform.forward * 400); + } + if (attack == AttackState.Attack02) + { + GameObject clone = Instantiate(Hero_Attack_02_Prefab , positionAttack , Quaternion.identity) as GameObject; + //clone.velocity = transform.TransformDirection(transform.forward * 10); + //clone.AddForce(transform.forward * 4000); + //clone.transform.Translate(transform.forward * 400 * Time.deltaTime); + clone.rigidbody.AddForce(transform.forward * 1000); + } + if(attack == AttackState.Attack03) + { + Instantiate(Hero_Attack_03_Prefab , positionAttack , Quaternion.identity); + //Hero_Attack_03_Prefab.rigidbody.AddForce(transform.forward * 400); + + } + timeStamp = Time.time + coolDownPeriodInSeconds; + } + + } + #region PlayerAttackFuncLegacy + /* + void attackFunc() + { + if (timeStamp <= Time.time) + { + if(attack == AttackState.Attack01) + { + //Vector3 positionAttack01 = new Vector3(transform.position.x + lastX * 2 ,0, transform.position.z + lastZ * 2); + Vector3 positionAttack01 = new Vector3(0,0, 2); + + Instantiate(Hero_Attack_01_Prefab , positionAttack01 , Quaternion.identity); + } + if (attack == AttackState.Attack02) + { + Vector3 positionAttack02 = new Vector3(transform.position.x + lastX * 2 ,0, transform.position.z + lastZ * 2); + Instantiate(Hero_Attack_02_Prefab , positionAttack02 , Quaternion.identity); + + } + if(attack == AttackState.Attack03) + { + Vector3 position = new Vector3(transform.position.x ,0 , transform.position.z); + Instantiate(Hero_Attack_03_Prefab , position , Quaternion.identity); + } + timeStamp = Time.time + coolDownPeriodInSeconds; + } + //else + // Debug.Log("something is wrong"); + //return 0; + } + */ + #endregion + + #region gotHitCoroutineLegacy + /* + IEnumerator gotHitCoroutine() + { + state = State.Invincible; + gameObject.renderer.enabled = false; + + while (blinkCount < numberOfTimesToBlink) + { + gameObject.renderer.enabled = !gameObject.renderer.enabled; + if(gameObject.renderer.enabled == true) + blinkCount++; + yield return new WaitForSeconds(blinkRate); + } + blinkCount = 0; + state = State.Playing; + } + */ + #endregion + IEnumerator gotHitCoroutine() + { + state = State.Invincible; + yield return new WaitForSeconds(1); + state = State.Playing; + } + //called by enemy collide or enemy ammo unit to lose health and start invincible-blink coroutin + void heroGotHit(int dmg) + { + if(state == State.Playing) + { + this.Health -= dmg; + if(this.Health > 0) + StartCoroutine(gotHitCoroutine()); + else state = State.Dead; + } + + } + //add score, called by joystone + void heroGotCoin(int Coin) + { + Score += Coin; + } + #region simpleUI + void OnGUI() + { + BuildUI(); + } + + void BuildUI() + { + GUI.Label(new Rect(10, 10, 120, 20), "Score: " + Score); + GUI.Label(new Rect(10, 30, 60, 20), "Lives: " + Health); + GUI.Label(new Rect(10, 50, 180, 30), "Form: Attack" + attack); + + + } + #endregion +} diff --git a/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs.meta b/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs.meta new file mode 100644 index 0000000..8cefd05 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 145d50581b27148e09fc50bbc88fb4e0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/Hero.cs b/Guardian of Silverkeep/Assets/Scripts/Hero.cs new file mode 100644 index 0000000..1a524f5 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Hero.cs @@ -0,0 +1,215 @@ +using UnityEngine; +using System.Collections; + +public class Hero: MonoBehaviour +{ + #region Fields + public float HeroMoveSpeed; + public int Health; + public int Score; + public GameObject Hero_Attack_03_Prefab; + public GameObject Hero_Attack_02_Prefab; + public GameObject Hero_Attack_01_Prefab; + public Vector3 Face; + private float lastX; + private float lastZ; + //stuff for blinks + private float blinkRate = 0.1f; + private int numberOfTimesToBlink = 10; + private int blinkCount = 0; + //for cooldown + private float coolDownPeriodInSeconds = 0.4f; + private float timeStamp; + + + //C controller test + public float speed = 6.0F; + private Vector3 moveDirection = Vector3.zero; + + + enum State + { + Playing, + Invincible, + Dead + } + private State state; + + enum AttackState + { + Attack01 = 1, + Attack02 = 2, + Attack03 = 3 + } + + private AttackState attack = AttackState.Attack01; + #endregion + + + // Use this for initialization + void Start () { + state = State.Playing; + timeStamp = Time.time + coolDownPeriodInSeconds; + + } + + // Update is called once per frame\ + /* + void FixedUpdate() + { + rigidbody.MovePosition(rigidbody.position + Vector3.forward * Time.deltaTime); + + } + */ + void Update () + { + if (state != State.Dead) + { + + #region PlayerMovement + //moving control + CharacterController controller = GetComponent(); + moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); + //moveDirection = transform.TransformDirection(moveDirection); + moveDirection *= speed; + controller.Move(moveDirection * Time.deltaTime); + if(transform.position.y != 0) + transform.Translate(0, -transform.position.y, 0); + + + + + + Face = new Vector3(lastX,0,lastZ); + //Face the hero to the direction he's moving + // transform.LookAt(transform.position + Face);//not using this atm + + + //transform.LookAt(Forward); + #endregion + + + #region PlayerAttacks + if (Input.GetAxisRaw("Horizontal") != 0 && lastX != Input.GetAxisRaw("Horizontal")) + { + lastZ = 0; + lastX = Input.GetAxisRaw("Horizontal"); + } + if (Input.GetAxisRaw("Vertical") != 0 && lastZ != Input.GetAxisRaw("Vertical")) + { + lastX = 0; + lastZ = Input.GetAxisRaw("Vertical"); + } + + + + if(Input.GetKeyDown("1")) + { + attack = AttackState.Attack01; + } + if(Input.GetKeyDown("2")) + { + attack = AttackState.Attack02; + } + + if(Input.GetKeyDown("3")) + { + //Vector3 position = new Vector3(transform.position.x ,0 , transform.position.z); + attack = AttackState.Attack03; + } + if(Input.GetKeyDown("4")) + //if(Input.GetMouseButtonDown) + { + attackFunc(); + } + + } + #endregion + + } + + void attackFunc() + { + if (timeStamp <= Time.time) + { + if(attack == AttackState.Attack01) + { + Vector3 positionAttack01 = new Vector3(transform.position.x + lastX * 2 ,0, transform.position.z + lastZ * 2); + Instantiate(Hero_Attack_01_Prefab , positionAttack01 , Quaternion.identity); + } + if (attack == AttackState.Attack02) + { + Vector3 positionAttack02 = new Vector3(transform.position.x + lastX * 2 ,0, transform.position.z + lastZ * 2); + Instantiate(Hero_Attack_02_Prefab , positionAttack02 , Quaternion.identity); + + } + if(attack == AttackState.Attack03) + { + Vector3 position = new Vector3(transform.position.x ,0 , transform.position.z); + Instantiate(Hero_Attack_03_Prefab , position , Quaternion.identity); + } + timeStamp = Time.time + coolDownPeriodInSeconds; + } + //else + // Debug.Log("something is wrong"); + //return 0; + } + + /*void OnTriggerEnter(Collider otherObject) + { + //Debug.Log ("got hit"); + if (otherObject.tag == "Enemy" && state == State.Playing) + { + StartCoroutine(gotHitCoroutine()); + } + } + */ + //when gothit, become invincible and blink for a short while + IEnumerator gotHitCoroutine() + { + state = State.Invincible; + gameObject.renderer.enabled = false; + + while (blinkCount < numberOfTimesToBlink) + { + gameObject.renderer.enabled = !gameObject.renderer.enabled; + if(gameObject.renderer.enabled == true) + blinkCount++; + yield return new WaitForSeconds(blinkRate); + } + blinkCount = 0; + state = State.Playing; + } + //called by enemy collide or enemy ammo unit to lose health and start invincible-blink coroutin + void heroGotHit(int dmg) + { + if(state == State.Playing) + { + this.Health -= dmg; + if(this.Health > 0) + StartCoroutine(gotHitCoroutine()); + else state = State.Dead; + } + + } + //add score, called by joystone + void heroGotCoin(int Coin) + { + Score += Coin; + } + #region simpleUI + void OnGUI() + { + BuildUI(); + } + + void BuildUI() + { + GUI.Label(new Rect(10, 10, 120, 20), "Score: " + Score); + GUI.Label(new Rect(10, 30, 60, 20), "Lives: " + Health); + GUI.Label(new Rect(10, 50, 180, 30), "Form: Attack" + attack); + + + } + #endregion +} diff --git a/Guardian of Silverkeep/Assets/Scripts/Hero.cs.meta b/Guardian of Silverkeep/Assets/Scripts/Hero.cs.meta new file mode 100644 index 0000000..0243b08 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Hero.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5b476fbf729c948479fd28117aec872d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroAttack01.cs b/Guardian of Silverkeep/Assets/Scripts/HeroAttack01.cs new file mode 100644 index 0000000..bad77f3 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroAttack01.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using System.Collections; + +public class HeroAttack01 : MonoBehaviour { + + + // Use this for initialization + void Start () + { + //enemy = (Enemy_Dummy) GameObject.Find("Enemy_Dummy").GetComponent("Enemy_Dummy"); + + } + + // Update is called once per frame + void Update () { + StartCoroutine(DestroySelf()); + + } + //kill self after half a second + IEnumerator DestroySelf() + { + yield return new WaitForSeconds(0.3f); + Destroy(this.gameObject); + } + //when collide with enemy, call enemy gothit func + void OnTriggerEnter(Collider otherObject) + { + Debug.Log ("hit"); + + if (otherObject.tag == "Enemy") + { + Destroy(this.gameObject); + otherObject.gameObject.SendMessage("gotHit",5); + + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroAttack01.cs.meta b/Guardian of Silverkeep/Assets/Scripts/HeroAttack01.cs.meta new file mode 100644 index 0000000..ee8837e --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroAttack01.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c02910df57bb64e4a9db1fcc20be8ba3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroAttack02.cs b/Guardian of Silverkeep/Assets/Scripts/HeroAttack02.cs new file mode 100644 index 0000000..6cd49f1 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroAttack02.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using System.Collections; +/* + // this is the ranged attack +*/ + +public class HeroAttack02 : MonoBehaviour +{ + #region Field + public float ProjectileSpeed; + //private Hero hero; + //private Vector3 ProjectDirection; + #endregion + //for initialization + void Start () {} + // Update is called once per frame + void Update () + { + StartCoroutine(DestroySelf()); + } + //destroy self after a short time + IEnumerator DestroySelf() + { + yield return new WaitForSeconds(1.5f); + Destroy(this.gameObject); + } + //when collide with enemy, call enemy gothit function + void OnTriggerEnter(Collider otherObject) + { + Debug.Log ("hit"); + + if (otherObject.tag == "Enemy") + { + otherObject.gameObject.SendMessage("gotHit",1); + Destroy(this.gameObject); + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroAttack02.cs.meta b/Guardian of Silverkeep/Assets/Scripts/HeroAttack02.cs.meta new file mode 100644 index 0000000..df333e0 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroAttack02.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0c92fb822cbb04c2dba3300303665d17 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroAttack03.cs b/Guardian of Silverkeep/Assets/Scripts/HeroAttack03.cs new file mode 100644 index 0000000..0c9fc0a --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroAttack03.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using System.Collections; + +public class HeroAttack03 : MonoBehaviour { + // Use this for initialization + void Start () + { + } + // Update is called once per frame + void Update () { + StartCoroutine(DestroySelf()); + } + //disappear after a shortwhile + IEnumerator DestroySelf() + { + yield return new WaitForSeconds(0.3f); + Destroy(this.gameObject); + } + //when collide with enemy call enemy gothit func + void OnTriggerEnter(Collider otherObject) + { + Debug.Log ("hit"); + + if (otherObject.tag == "Enemy") + { + otherObject.gameObject.SendMessage("gotHit",1); + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroAttack03.cs.meta b/Guardian of Silverkeep/Assets/Scripts/HeroAttack03.cs.meta new file mode 100644 index 0000000..e61832c --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroAttack03.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 895da4a632f3249a698d8843ad557670 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroStatOnGUI.cs b/Guardian of Silverkeep/Assets/Scripts/HeroStatOnGUI.cs new file mode 100644 index 0000000..a682a6d --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroStatOnGUI.cs @@ -0,0 +1,15 @@ +using UnityEngine; +using System.Collections; + +public class HeroStatOnGUI : MonoBehaviour { + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/HeroStatOnGUI.cs.meta b/Guardian of Silverkeep/Assets/Scripts/HeroStatOnGUI.cs.meta new file mode 100644 index 0000000..709c25e --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/HeroStatOnGUI.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 84f8dc06586b44cbb9c982568ad26bd0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/JoyStone.cs b/Guardian of Silverkeep/Assets/Scripts/JoyStone.cs new file mode 100644 index 0000000..5e68332 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/JoyStone.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using System.Collections; + +public class JoyStone : MonoBehaviour +{ + #region Field + public int coinValue; + private Vector3 heroPosition; + //private Hero hero; + private Vector3 selfPosition; + private Vector3 distanceToHero; + private float distanceToHeroSqrf; + public float moneySuckRange; + public float jstoneMovingSpeed; + private float moneySuckRangeSqr; + public GameObject hero; + #endregion + + // Use this for initialization + void Start () + { + hero = GameObject.Find("Hero"); + //.GetComponent("Hero"); + selfPosition = new Vector3 (transform.position.x, 0, transform.position.z); + moneySuckRangeSqr = moneySuckRange * moneySuckRange; + } + + // money suck + void Update () + { + heroPosition = new Vector3 ( hero.gameObject.transform.position.x, 0, hero.gameObject.transform.position.z); + distanceToHero = heroPosition - selfPosition; + distanceToHeroSqrf = distanceToHero.sqrMagnitude; + if( distanceToHeroSqrf <= moneySuckRangeSqr) + { + float amtToMove = jstoneMovingSpeed * Time.deltaTime; + transform.Translate( (heroPosition - selfPosition) * amtToMove); + } + } + //when collide with player call player addscore func to gain score + void OnTriggerEnter(Collider otherObject) + { + //Debug.Log ("got hit"); + + if (otherObject.tag == "Player") + { + otherObject.gameObject.SendMessage("heroGotCoin",coinValue); + Destroy(this.gameObject); + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/JoyStone.cs.meta b/Guardian of Silverkeep/Assets/Scripts/JoyStone.cs.meta new file mode 100644 index 0000000..b911869 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/JoyStone.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ae99d2363020e4e7a9adc2610dc1a8db +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/MonsterLookAt.cs b/Guardian of Silverkeep/Assets/Scripts/MonsterLookAt.cs new file mode 100644 index 0000000..a832033 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/MonsterLookAt.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System.Collections; + + +public class MonsterLookAt : MonoBehaviour { + public GameObject hero; + private Vector3 heroPos; + private Vector3 selfPos; + private Vector3 lookDir; + // Use this for initialization + void Start () + { + hero = GameObject.Find("Hero"); + } + + // Update is called once per frame + void Update () + { + selfPos = new Vector3 (transform.position.x, 0, transform.position.z); + heroPos = new Vector3 ( hero.gameObject.transform.position.x, 0, hero.gameObject.transform.position.z); + lookDir = heroPos - selfPos; + transform.LookAt(lookDir); + + + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/MonsterLookAt.cs.meta b/Guardian of Silverkeep/Assets/Scripts/MonsterLookAt.cs.meta new file mode 100644 index 0000000..f079db6 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/MonsterLookAt.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8fbe468fa70904560ade3363358c053d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/TestSub.cs b/Guardian of Silverkeep/Assets/Scripts/TestSub.cs new file mode 100644 index 0000000..f50ee6e --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/TestSub.cs @@ -0,0 +1,119 @@ +using UnityEngine; +using System.Collections; + +public class TestSub : MonoBehaviour +{ + #region Field + public float enemyMoveSpeed; + public int enemyHealth; + public int enemyDamage; + private Vector3 selfPosition; + public GameObject JoyStone; + + + private Vector3 moveDirection = Vector3.zero; + + enum EnemyMentalState + { + idle, + moving + //aggressive, + } + enum EnemyDirection + { + up, + down, + left, + right + } + private EnemyMentalState mentalstate = EnemyMentalState.moving; + private EnemyDirection direction = EnemyDirection.right; + #endregion + //helper function that choose randomly from a enum + static T GetRandomEnum() + { + System.Array A = System.Enum.GetValues(typeof(T)); + T V = (T)A.GetValue(UnityEngine.Random.Range(0,A.Length)); + return V; + } + + // Use this for initialization + void Start () + { + StartCoroutine(EnemyBehavior()); + } + + // Update is called once per frame + void Update () + { + CharacterController controller = GetComponent(); + controller.isTrigger = true; + + + //updating selfPosition + selfPosition = new Vector3(transform.position.x, 0, transform.position.z); + //initiallize and updates self direction + Vector3 CurrentDirection = Vector3.right; + #region CurrentDirection choose(need improvement) + if(direction == EnemyDirection.up) + CurrentDirection = Vector3.forward; + else if(direction == EnemyDirection.down) + CurrentDirection = Vector3.back; + else if(direction == EnemyDirection.right) + CurrentDirection = Vector3.right; + else if(direction == EnemyDirection.left) + CurrentDirection = Vector3.left; + moveDirection = CurrentDirection * enemyMoveSpeed; + #endregion + //behavior implements based on mental state + if (mentalstate == EnemyMentalState.idle) + transform.Translate(0,0,0); + else if (mentalstate == EnemyMentalState.moving) + { + //float amtToMove = enemyMoveSpeed * Time.deltaTime; + //transform.Translate (CurrentDirection * amtToMove); + controller.Move(moveDirection * Time.deltaTime); + + } + + //boundary check + if(transform.position.x <= -35 || transform.position.x >= 35 || transform.position.z >= 20 ||transform.position.z <= -20) + Destroy(this.gameObject); + + + } + #region EnemyBehavior + IEnumerator EnemyBehavior() + { + while(true) + { + yield return new WaitForSeconds(1f); + mentalstate = GetRandomEnum(); + direction = GetRandomEnum(); + } + } + #endregion + //Func lose health, usually called by ammo unit + void gotHit(int dmg) + { + enemyHealth = enemyHealth - dmg; + //death and leave coin behind + if(enemyHealth <= 0) + { + Instantiate(JoyStone, selfPosition, Quaternion.identity); + Destroy(this.gameObject); + + } + } + + //hit player by collide, call player gothit function + void OnTriggerEnter(Collider otherObject) + { + //Debug.Log ("got hit"); + + if (otherObject.tag == "Player") + { + otherObject.gameObject.SendMessage("heroGotHit",enemyDamage); + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/TestSub.cs.meta b/Guardian of Silverkeep/Assets/Scripts/TestSub.cs.meta new file mode 100644 index 0000000..0f3bb5d --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/TestSub.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ea571bcdb887f4f8082a44b1b4b9be4c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/Timer.cs b/Guardian of Silverkeep/Assets/Scripts/Timer.cs new file mode 100644 index 0000000..2a52876 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Timer.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using System.Collections; +#region Not Used ATM +public class Timer : MonoBehaviour { +private float startTime; +private float restSeconds; +private int roundedRestSeconds; +private float displaySeconds; +private float displayMinutes; +public int CountDownSeconds=120; +private float TimePassed; +string timetext; +/* Found at: + * http://answers.unity3d.com/questions/11939/count-down-timer.html + */ + +// Use this for initialization + +void Start () +{ + startTime=Time.deltaTime; + +} + +void OnGUI() + { + TimePassed= Time.time-startTime; + restSeconds = CountDownSeconds-TimePassed; + roundedRestSeconds=Mathf.CeilToInt(restSeconds); + displaySeconds = roundedRestSeconds % 60; + displayMinutes = (roundedRestSeconds / 60)%60; + timetext = (displayMinutes.ToString()+":"); + if (displaySeconds > 9) + { + timetext = timetext + displaySeconds.ToString(); + } + else + { + timetext = timetext + "0" + displaySeconds.ToString(); + } + GUI.Label(new Rect(20,50,100,50), timetext); + if( TimePassed >= CountDownSeconds) + { + TimePassed = 0; + startTime = Time.deltaTime; + Debug.Log("time's up"); + + } + + } +void Update() + { + + } +} +#endregion \ No newline at end of file diff --git a/Guardian of Silverkeep/Assets/Scripts/Timer.cs.meta b/Guardian of Silverkeep/Assets/Scripts/Timer.cs.meta new file mode 100644 index 0000000..d061014 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Timer.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e11a1569a4964496ca64f1a0ce85409c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/Timer_noGUI.cs b/Guardian of Silverkeep/Assets/Scripts/Timer_noGUI.cs new file mode 100644 index 0000000..b1ceb49 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Timer_noGUI.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using System.Collections; + +public class Timer_noGUI : MonoBehaviour { + #region Field + private EnemyGenerator eGen; + public float daynightCycleTimer = 15f; + #endregion + // Use this for initialization + void Start () { + StartCoroutine(timerCountDown()); + eGen = (EnemyGenerator) GameObject.Find("Enemy_Generator_Big").GetComponent("EnemyGenerator"); + } + + // Update is called once per frame + void Update () { + } + //daynight cycle timer, calles enemygenerator to change cycle + IEnumerator timerCountDown() + { + while(true) + { + yield return new WaitForSeconds(daynightCycleTimer); + // do stuff after time up here : day/night cycle and stuff + Debug.Log ("time up"); + eGen.gameObject.SendMessage("CycleSwitch"); + } + } +} diff --git a/Guardian of Silverkeep/Assets/Scripts/Timer_noGUI.cs.meta b/Guardian of Silverkeep/Assets/Scripts/Timer_noGUI.cs.meta new file mode 100644 index 0000000..b5ff0e6 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Timer_noGUI.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e09b4376d36c64fffb1bd618568973ec +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Scripts/Villager.cs b/Guardian of Silverkeep/Assets/Scripts/Villager.cs new file mode 100644 index 0000000..c3523ef --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Villager.cs @@ -0,0 +1,101 @@ +using UnityEngine; +using System.Collections; + +public class Villager : MonoBehaviour +{ + #region Field + public float enemyMoveSpeed; + public int enemyHealth; + public int enemyDamage; + private Vector3 selfPosition; + public GameObject JoyStone; + + enum EnemyMentalState + { + idle, + moving + //aggressive, + } + enum EnemyDirection + { + up, + down, + left, + right + } + private EnemyMentalState mentalstate = EnemyMentalState.moving; + private EnemyDirection direction = EnemyDirection.right; + #endregion + + //helper function that helps choose a state randomly + static T GetRandomEnum() + { + System.Array A = System.Enum.GetValues(typeof(T)); + T V = (T)A.GetValue(UnityEngine.Random.Range(0,A.Length)); + return V; + } + + // Use this for initialization + void Start () + { + StartCoroutine(EnemyBehavior()); + } + // Update is called once per frame + void Update () + { + //updating selfPosition for further useage + selfPosition = new Vector3(transform.position.x, 0, transform.position.z); + + Vector3 CurrentDirection = Vector3.right; + #region CurrentDirection choose(need improvement) + if(direction == EnemyDirection.up) + CurrentDirection = Vector3.forward; + else if(direction == EnemyDirection.down) + CurrentDirection = Vector3.back; + else if(direction == EnemyDirection.right) + CurrentDirection = Vector3.right; + else if(direction == EnemyDirection.left) + CurrentDirection = Vector3.left; + #endregion + //behavior based on mentalstate + if (mentalstate == EnemyMentalState.idle) + transform.Translate(0,0,0); + else if (mentalstate == EnemyMentalState.moving) + { + float amtToMove = enemyMoveSpeed * Time.deltaTime; + transform.Translate (CurrentDirection * amtToMove); + } + //boundary check, destroy self if crossed + if(transform.position.x <= -35 || transform.position.x >= 35 || transform.position.z >= 20 ||transform.position.z <= -20) + Destroy(this.gameObject); + } + #region EnemyBehavior state generating + IEnumerator EnemyBehavior() + { + while(enemyHealth >0) + { + yield return new WaitForSeconds(1f); + mentalstate = GetRandomEnum(); + direction = GetRandomEnum(); + } + mentalstate = EnemyMentalState.idle; + } + #endregion + //Func lose health + void gotHit(int dmg) + { + enemyHealth = enemyHealth - dmg; + Debug.Log ("villager hit"); + } + /* + void OnTriggerEnter(Collider otherObject) + { + //Debug.Log ("got hit"); + + if (otherObject.tag == "Player") + { + otherObject.gameObject.SendMessage("heroGotHit",enemyDamage); + } + } + */ +} diff --git a/Guardian of Silverkeep/Assets/Scripts/Villager.cs.meta b/Guardian of Silverkeep/Assets/Scripts/Villager.cs.meta new file mode 100644 index 0000000..79e12d8 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Scripts/Villager.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4625d8996d12543c68578a55e2b4c6f0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 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We use this interface instead of checking +// for the jump button directly so this script can also be used by AIs. +@System.NonSerialized +var inputJump : boolean = false; + +class CharacterMotorMovement { + // The maximum horizontal speed when moving + var maxForwardSpeed : float = 10.0; + var maxSidewaysSpeed : float = 10.0; + var maxBackwardsSpeed : float = 10.0; + + // Curve for multiplying speed based on slope (negative = downwards) + var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0)); + + // How fast does the character change speeds? Higher is faster. + var maxGroundAcceleration : float = 30.0; + var maxAirAcceleration : float = 20.0; + + // The gravity for the character + var gravity : float = 10.0; + var maxFallSpeed : float = 20.0; + + // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. + // Very handy for organization! + + // The last collision flags returned from controller.Move + @System.NonSerialized + var collisionFlags : CollisionFlags; + + // We will keep track of the character's current velocity, + @System.NonSerialized + var velocity : Vector3; + + // This keeps track of our current velocity while we're not grounded + @System.NonSerialized + var frameVelocity : Vector3 = Vector3.zero; + + @System.NonSerialized + var hitPoint : Vector3 = Vector3.zero; + + @System.NonSerialized + var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0); +} + +var movement : CharacterMotorMovement = CharacterMotorMovement(); + +enum MovementTransferOnJump { + None, // The jump is not affected by velocity of floor at all. + InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop. + PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing. + PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor. +} + +// We will contain all the jumping related variables in one helper class for clarity. +class CharacterMotorJumping { + // Can the character jump? + var enabled : boolean = true; + + // How high do we jump when pressing jump and letting go immediately + var baseHeight : float = 1.0; + + // We add extraHeight units (meters) on top when holding the button down longer while jumping + var extraHeight : float = 4.1; + + // How much does the character jump out perpendicular to the surface on walkable surfaces? + // 0 means a fully vertical jump and 1 means fully perpendicular. + var perpAmount : float = 0.0; + + // How much does the character jump out perpendicular to the surface on too steep surfaces? + // 0 means a fully vertical jump and 1 means fully perpendicular. + var steepPerpAmount : float = 0.5; + + // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. + // Very handy for organization! + + // Are we jumping? (Initiated with jump button and not grounded yet) + // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable. + @System.NonSerialized + var jumping : boolean = false; + + @System.NonSerialized + var holdingJumpButton : boolean = false; + + // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.) + @System.NonSerialized + var lastStartTime : float = 0.0; + + @System.NonSerialized + var lastButtonDownTime : float = -100; + + @System.NonSerialized + var jumpDir : Vector3 = Vector3.up; +} + +var jumping : CharacterMotorJumping = CharacterMotorJumping(); + +class CharacterMotorMovingPlatform { + var enabled : boolean = true; + + var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer; + + @System.NonSerialized + var hitPlatform : Transform; + + @System.NonSerialized + var activePlatform : Transform; + + @System.NonSerialized + var activeLocalPoint : Vector3; + + @System.NonSerialized + var activeGlobalPoint : Vector3; + + @System.NonSerialized + var activeLocalRotation : Quaternion; + + @System.NonSerialized + var activeGlobalRotation : Quaternion; + + @System.NonSerialized + var lastMatrix : Matrix4x4; + + @System.NonSerialized + var platformVelocity : Vector3; + + @System.NonSerialized + var newPlatform : boolean; +} + +var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform(); + +class CharacterMotorSliding { + // Does the character slide on too steep surfaces? + var enabled : boolean = true; + + // How fast does the character slide on steep surfaces? + var slidingSpeed : float = 15; + + // How much can the player control the sliding direction? + // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed. + var sidewaysControl : float = 1.0; + + // How much can the player influence the sliding speed? + // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%. + var speedControl : float = 0.4; +} + +var sliding : CharacterMotorSliding = CharacterMotorSliding(); + +@System.NonSerialized +var grounded : boolean = true; + +@System.NonSerialized +var groundNormal : Vector3 = Vector3.zero; + +private var lastGroundNormal : Vector3 = Vector3.zero; + +private var tr : Transform; + +private var controller : CharacterController; + +function Awake () { + controller = GetComponent (CharacterController); + tr = transform; +} + +private function UpdateFunction () { + // We copy the actual velocity into a temporary variable that we can manipulate. + var velocity : Vector3 = movement.velocity; + + // Update velocity based on input + velocity = ApplyInputVelocityChange(velocity); + + // Apply gravity and jumping force + velocity = ApplyGravityAndJumping (velocity); + + // Moving platform support + var moveDistance : Vector3 = Vector3.zero; + if (MoveWithPlatform()) { + var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint); + moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint); + if (moveDistance != Vector3.zero) + controller.Move(moveDistance); + + // Support moving platform rotation as well: + var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation; + var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation); + + var yRotation = rotationDiff.eulerAngles.y; + if (yRotation != 0) { + // Prevent rotation of the local up vector + tr.Rotate(0, yRotation, 0); + } + } + + // Save lastPosition for velocity calculation. + var lastPosition : Vector3 = tr.position; + + // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. + var currentMovementOffset : Vector3 = velocity * Time.deltaTime; + + // Find out how much we need to push towards the ground to avoid loosing grouning + // when walking down a step or over a sharp change in slope. + var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude); + if (grounded) + currentMovementOffset -= pushDownOffset * Vector3.up; + + // Reset variables that will be set by collision function + movingPlatform.hitPlatform = null; + groundNormal = Vector3.zero; + + // Move our character! + movement.collisionFlags = controller.Move (currentMovementOffset); + + movement.lastHitPoint = movement.hitPoint; + lastGroundNormal = groundNormal; + + if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) { + if (movingPlatform.hitPlatform != null) { + movingPlatform.activePlatform = movingPlatform.hitPlatform; + movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix; + movingPlatform.newPlatform = true; + } + } + + // Calculate the velocity based on the current and previous position. + // This means our velocity will only be the amount the character actually moved as a result of collisions. + var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z); + movement.velocity = (tr.position - lastPosition) / Time.deltaTime; + var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z); + + // The CharacterController can be moved in unwanted directions when colliding with things. + // We want to prevent this from influencing the recorded velocity. + if (oldHVelocity == Vector3.zero) { + movement.velocity = new Vector3(0, movement.velocity.y, 0); + } + else { + var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude; + movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up; + } + + if (movement.velocity.y < velocity.y - 0.001) { + if (movement.velocity.y < 0) { + // Something is forcing the CharacterController down faster than it should. + // Ignore this + movement.velocity.y = velocity.y; + } + else { + // The upwards movement of the CharacterController has been blocked. + // This is treated like a ceiling collision - stop further jumping here. + jumping.holdingJumpButton = false; + } + } + + // We were grounded but just loosed grounding + if (grounded && !IsGroundedTest()) { + grounded = false; + + // Apply inertia from platform + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + movement.frameVelocity = movingPlatform.platformVelocity; + movement.velocity += movingPlatform.platformVelocity; + } + + SendMessage("OnFall", SendMessageOptions.DontRequireReceiver); + // We pushed the character down to ensure it would stay on the ground if there was any. + // But there wasn't so now we cancel the downwards offset to make the fall smoother. + tr.position += pushDownOffset * Vector3.up; + } + // We were not grounded but just landed on something + else if (!grounded && IsGroundedTest()) { + grounded = true; + jumping.jumping = false; + SubtractNewPlatformVelocity(); + + SendMessage("OnLand", SendMessageOptions.DontRequireReceiver); + } + + // Moving platforms support + if (MoveWithPlatform()) { + // Use the center of the lower half sphere of the capsule as reference point. + // This works best when the character is standing on moving tilting platforms. + movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius); + movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint); + + // Support moving platform rotation as well: + movingPlatform.activeGlobalRotation = tr.rotation; + movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; + } +} + +function FixedUpdate () { + if (movingPlatform.enabled) { + if (movingPlatform.activePlatform != null) { + if (!movingPlatform.newPlatform) { + var lastVelocity : Vector3 = movingPlatform.platformVelocity; + + movingPlatform.platformVelocity = ( + movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) + - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) + ) / Time.deltaTime; + } + movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix; + movingPlatform.newPlatform = false; + } + else { + movingPlatform.platformVelocity = Vector3.zero; + } + } + + if (useFixedUpdate) + UpdateFunction(); +} + +function Update () { + if (!useFixedUpdate) + UpdateFunction(); +} + +private function ApplyInputVelocityChange (velocity : Vector3) { + if (!canControl) + inputMoveDirection = Vector3.zero; + + // Find desired velocity + var desiredVelocity : Vector3; + if (grounded && TooSteep()) { + // The direction we're sliding in + desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized; + // Find the input movement direction projected onto the sliding direction + var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity); + // Add the sliding direction, the spped control, and the sideways control vectors + desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl; + // Multiply with the sliding speed + desiredVelocity *= sliding.slidingSpeed; + } + else + desiredVelocity = GetDesiredHorizontalVelocity(); + + if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) { + desiredVelocity += movement.frameVelocity; + desiredVelocity.y = 0; + } + + if (grounded) + desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal); + else + velocity.y = 0; + + // Enforce max velocity change + var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime; + var velocityChangeVector : Vector3 = (desiredVelocity - velocity); + if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) { + velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange; + } + // If we're in the air and don't have control, don't apply any velocity change at all. + // If we're on the ground and don't have control we do apply it - it will correspond to friction. + if (grounded || canControl) + velocity += velocityChangeVector; + + if (grounded) { + // When going uphill, the CharacterController will automatically move up by the needed amount. + // Not moving it upwards manually prevent risk of lifting off from the ground. + // When going downhill, DO move down manually, as gravity is not enough on steep hills. + velocity.y = Mathf.Min(velocity.y, 0); + } + + return velocity; +} + +private function ApplyGravityAndJumping (velocity : Vector3) { + + if (!inputJump || !canControl) { + jumping.holdingJumpButton = false; + jumping.lastButtonDownTime = -100; + } + + if (inputJump && jumping.lastButtonDownTime < 0 && canControl) + jumping.lastButtonDownTime = Time.time; + + if (grounded) + velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime; + else { + velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime; + + // When jumping up we don't apply gravity for some time when the user is holding the jump button. + // This gives more control over jump height by pressing the button longer. + if (jumping.jumping && jumping.holdingJumpButton) { + // Calculate the duration that the extra jump force should have effect. + // If we're still less than that duration after the jumping time, apply the force. + if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) { + // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards. + velocity += jumping.jumpDir * movement.gravity * Time.deltaTime; + } + } + + // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity. + velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed); + } + + if (grounded) { + // Jump only if the jump button was pressed down in the last 0.2 seconds. + // We use this check instead of checking if it's pressed down right now + // because players will often try to jump in the exact moment when hitting the ground after a jump + // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence, + // it's confusing and it feels like the game is buggy. + if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) { + grounded = false; + jumping.jumping = true; + jumping.lastStartTime = Time.time; + jumping.lastButtonDownTime = -100; + jumping.holdingJumpButton = true; + + // Calculate the jumping direction + if (TooSteep()) + jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount); + else + jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount); + + // Apply the jumping force to the velocity. Cancel any vertical velocity first. + velocity.y = 0; + velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight); + + // Apply inertia from platform + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + movement.frameVelocity = movingPlatform.platformVelocity; + velocity += movingPlatform.platformVelocity; + } + + SendMessage("OnJump", SendMessageOptions.DontRequireReceiver); + } + else { + jumping.holdingJumpButton = false; + } + } + + return velocity; +} + +function OnControllerColliderHit (hit : ControllerColliderHit) { + if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) { + if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero) + groundNormal = hit.normal; + else + groundNormal = lastGroundNormal; + + movingPlatform.hitPlatform = hit.collider.transform; + movement.hitPoint = hit.point; + movement.frameVelocity = Vector3.zero; + } +} + +private function SubtractNewPlatformVelocity () { + // When landing, subtract the velocity of the new ground from the character's velocity + // since movement in ground is relative to the movement of the ground. + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + // If we landed on a new platform, we have to wait for two FixedUpdates + // before we know the velocity of the platform under the character + if (movingPlatform.newPlatform) { + var platform : Transform = movingPlatform.activePlatform; + yield WaitForFixedUpdate(); + yield WaitForFixedUpdate(); + if (grounded && platform == movingPlatform.activePlatform) + yield 1; + } + movement.velocity -= movingPlatform.platformVelocity; + } +} + +private function MoveWithPlatform () : boolean { + return ( + movingPlatform.enabled + && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) + && movingPlatform.activePlatform != null + ); +} + +private function GetDesiredHorizontalVelocity () { + // Find desired velocity + var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection); + var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection); + if (grounded) { + // Modify max speed on slopes based on slope speed multiplier curve + var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg; + maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle); + } + return tr.TransformDirection(desiredLocalDirection * maxSpeed); +} + +private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 { + var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity); + return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude; +} + +private function IsGroundedTest () { + return (groundNormal.y > 0.01); +} + +function GetMaxAcceleration (grounded : boolean) : float { + // Maximum acceleration on ground and in air + if (grounded) + return movement.maxGroundAcceleration; + else + return movement.maxAirAcceleration; +} + +function CalculateJumpVerticalSpeed (targetJumpHeight : float) { + // From the jump height and gravity we deduce the upwards speed + // for the character to reach at the apex. + return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); +} + +function IsJumping () { + return jumping.jumping; +} + +function IsSliding () { + return (grounded && sliding.enabled && TooSteep()); +} + +function IsTouchingCeiling () { + return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; +} + +function IsGrounded () { + return grounded; +} + +function TooSteep () { + return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)); +} + +function GetDirection () { + return inputMoveDirection; +} + +function SetControllable (controllable : boolean) { + canControl = controllable; +} + +// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed. +// The function returns the length of the resulting vector. +function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float { + if (desiredMovementDirection == Vector3.zero) + return 0; + else { + var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; + var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized; + var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed; + return length; + } +} + +function SetVelocity (velocity : Vector3) { + grounded = false; + movement.velocity = velocity; + movement.frameVelocity = Vector3.zero; + SendMessage("OnExternalVelocity"); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterController) +@script AddComponentMenu ("Character/Character Motor") diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta new file mode 100644 index 0000000..3edc737 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0ab79d7f243824f5d9826bd83522c8df +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js new file mode 100644 index 0000000..3b00bff --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js @@ -0,0 +1,37 @@ +private var motor : CharacterMotor; + +// Use this for initialization +function Awake () { + motor = GetComponent(CharacterMotor); +} + +// Update is called once per frame +function Update () { + // Get the input vector from kayboard or analog stick + var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); + + if (directionVector != Vector3.zero) { + // Get the length of the directon vector and then normalize it + // Dividing by the length is cheaper than normalizing when we already have the length anyway + var directionLength = directionVector.magnitude; + directionVector = directionVector / directionLength; + + // Make sure the length is no bigger than 1 + directionLength = Mathf.Min(1, directionLength); + + // Make the input vector more sensitive towards the extremes and less sensitive in the middle + // This makes it easier to control slow speeds when using analog sticks + directionLength = directionLength * directionLength; + + // Multiply the normalized direction vector by the modified length + directionVector = directionVector * directionLength; + } + + // Apply the direction to the CharacterMotor + motor.inputMoveDirection = transform.rotation * directionVector; + motor.inputJump = Input.GetButton("Jump"); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterMotor) +@script AddComponentMenu ("Character/FPS Input Controller") diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta new file mode 100644 index 0000000..64cb130 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 60bca8f58a0b8478e946e6e86658cb29 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs new file mode 100644 index 0000000..6374449 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs @@ -0,0 +1,63 @@ +using UnityEngine; +using System.Collections; + +/// MouseLook rotates the transform based on the mouse delta. +/// Minimum and Maximum values can be used to constrain the possible rotation + +/// To make an FPS style character: +/// - Create a capsule. +/// - Add the MouseLook script to the capsule. +/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) +/// - Add FPSInputController script to the capsule +/// -> A CharacterMotor and a CharacterController component will be automatically added. + +/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. +/// - Add a MouseLook script to the camera. +/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) +[AddComponentMenu("Camera-Control/Mouse Look")] +public class MouseLook : MonoBehaviour { + + public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } + public RotationAxes axes = RotationAxes.MouseXAndY; + public float sensitivityX = 15F; + public float sensitivityY = 15F; + + public float minimumX = -360F; + public float maximumX = 360F; + + public float minimumY = -60F; + public float maximumY = 60F; + + float rotationY = 0F; + + void Update () + { + if (axes == RotationAxes.MouseXAndY) + { + float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; + + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); + } + else if (axes == RotationAxes.MouseX) + { + transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); + } + else + { + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); + } + } + + void Start () + { + // Make the rigid body not change rotation + if (rigidbody) + rigidbody.freezeRotation = true; + } +} \ No newline at end of file diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta new file mode 100644 index 0000000..9ab645e --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 68ec2fe99d1108b9d0006a298d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js new file mode 100644 index 0000000..08691f0 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js @@ -0,0 +1,68 @@ +// This makes the character turn to face the current movement speed per default. +var autoRotate : boolean = true; +var maxRotationSpeed : float = 360; + +private var motor : CharacterMotor; + +// Use this for initialization +function Awake () { + motor = GetComponent(CharacterMotor); +} + +// Update is called once per frame +function Update () { + // Get the input vector from kayboard or analog stick + var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0); + + if (directionVector != Vector3.zero) { + // Get the length of the directon vector and then normalize it + // Dividing by the length is cheaper than normalizing when we already have the length anyway + var directionLength = directionVector.magnitude; + directionVector = directionVector / directionLength; + + // Make sure the length is no bigger than 1 + directionLength = Mathf.Min(1, directionLength); + + // Make the input vector more sensitive towards the extremes and less sensitive in the middle + // This makes it easier to control slow speeds when using analog sticks + directionLength = directionLength * directionLength; + + // Multiply the normalized direction vector by the modified length + directionVector = directionVector * directionLength; + } + + // Rotate the input vector into camera space so up is camera's up and right is camera's right + directionVector = Camera.main.transform.rotation * directionVector; + + // Rotate input vector to be perpendicular to character's up vector + var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up); + directionVector = (camToCharacterSpace * directionVector); + + // Apply the direction to the CharacterMotor + motor.inputMoveDirection = directionVector; + motor.inputJump = Input.GetButton("Jump"); + + // Set rotation to the move direction + if (autoRotate && directionVector.sqrMagnitude > 0.01) { + var newForward : Vector3 = ConstantSlerp( + transform.forward, + directionVector, + maxRotationSpeed * Time.deltaTime + ); + newForward = ProjectOntoPlane(newForward, transform.up); + transform.rotation = Quaternion.LookRotation(newForward, transform.up); + } +} + +function ProjectOntoPlane (v : Vector3, normal : Vector3) { + return v - Vector3.Project(v, normal); +} + +function ConstantSlerp (from : Vector3, to : Vector3, angle : float) { + var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to)); + return Vector3.Slerp(from, to, value); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterMotor) +@script AddComponentMenu ("Character/Platform Input Controller") diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js.meta b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js.meta new file mode 100644 index 0000000..b128e0f --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da93ddd6928094e24bb1f3f665f143d3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js new file mode 100644 index 0000000..425e7c1 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js @@ -0,0 +1,230 @@ + + +var cameraTransform : Transform; +private var _target : Transform; + +// The distance in the x-z plane to the target + +var distance = 7.0; + +// the height we want the camera to be above the target +var height = 3.0; + +var angularSmoothLag = 0.3; +var angularMaxSpeed = 15.0; + +var heightSmoothLag = 0.3; + +var snapSmoothLag = 0.2; +var snapMaxSpeed = 720.0; + +var clampHeadPositionScreenSpace = 0.75; + +var lockCameraTimeout = 0.2; + +private var headOffset = Vector3.zero; +private var centerOffset = Vector3.zero; + +private var heightVelocity = 0.0; +private var angleVelocity = 0.0; +private var snap = false; +private var controller : ThirdPersonController; +private var targetHeight = 100000.0; + +function Awake () +{ + if(!cameraTransform && Camera.main) + cameraTransform = Camera.main.transform; + if(!cameraTransform) { + Debug.Log("Please assign a camera to the ThirdPersonCamera script."); + enabled = false; + } + + + _target = transform; + if (_target) + { + controller = _target.GetComponent(ThirdPersonController); + } + + if (controller) + { + var characterController : CharacterController = _target.collider; + centerOffset = characterController.bounds.center - _target.position; + headOffset = centerOffset; + headOffset.y = characterController.bounds.max.y - _target.position.y; + } + else + Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached."); + + + Cut(_target, centerOffset); +} + +function DebugDrawStuff () +{ + Debug.DrawLine(_target.position, _target.position + headOffset); + +} + +function AngleDistance (a : float, b : float) +{ + a = Mathf.Repeat(a, 360); + b = Mathf.Repeat(b, 360); + + return Mathf.Abs(b - a); +} + +function Apply (dummyTarget : Transform, dummyCenter : Vector3) +{ + // Early out if we don't have a target + if (!controller) + return; + + var targetCenter = _target.position + centerOffset; + var targetHead = _target.position + headOffset; + +// DebugDrawStuff(); + + // Calculate the current & target rotation angles + var originalTargetAngle = _target.eulerAngles.y; + var currentAngle = cameraTransform.eulerAngles.y; + + // Adjust real target angle when camera is locked + var targetAngle = originalTargetAngle; + + // When pressing Fire2 (alt) the camera will snap to the target direction real quick. + // It will stop snapping when it reaches the target + if (Input.GetButton("Fire2")) + snap = true; + + if (snap) + { + // We are close to the target, so we can stop snapping now! + if (AngleDistance (currentAngle, originalTargetAngle) < 3.0) + snap = false; + + currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed); + } + // Normal camera motion + else + { + if (controller.GetLockCameraTimer () < lockCameraTimeout) + { + targetAngle = currentAngle; + } + + // Lock the camera when moving backwards! + // * It is really confusing to do 180 degree spins when turning around. + if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ()) + targetAngle += 180; + + currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed); + } + + + // When jumping don't move camera upwards but only down! + if (controller.IsJumping ()) + { + // We'd be moving the camera upwards, do that only if it's really high + var newTargetHeight = targetCenter.y + height; + if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5) + targetHeight = targetCenter.y + height; + } + // When walking always update the target height + else + { + targetHeight = targetCenter.y + height; + } + + // Damp the height + var currentHeight = cameraTransform.position.y; + currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag); + + // Convert the angle into a rotation, by which we then reposition the camera + var currentRotation = Quaternion.Euler (0, currentAngle, 0); + + // Set the position of the camera on the x-z plane to: + // distance meters behind the target + cameraTransform.position = targetCenter; + cameraTransform.position += currentRotation * Vector3.back * distance; + + // Set the height of the camera + cameraTransform.position.y = currentHeight; + + // Always look at the target + SetUpRotation(targetCenter, targetHead); +} + +function LateUpdate () { + Apply (transform, Vector3.zero); +} + +function Cut (dummyTarget : Transform, dummyCenter : Vector3) +{ + var oldHeightSmooth = heightSmoothLag; + var oldSnapMaxSpeed = snapMaxSpeed; + var oldSnapSmooth = snapSmoothLag; + + snapMaxSpeed = 10000; + snapSmoothLag = 0.001; + heightSmoothLag = 0.001; + + snap = true; + Apply (transform, Vector3.zero); + + heightSmoothLag = oldHeightSmooth; + snapMaxSpeed = oldSnapMaxSpeed; + snapSmoothLag = oldSnapSmooth; +} + +function SetUpRotation (centerPos : Vector3, headPos : Vector3) +{ + // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course. + // * When jumping up and down we don't want to center the guy in screen space. + // This is important to give a feel for how high you jump and avoiding large camera movements. + // + // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth. + // + // So here is what we will do: + // + // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis + // 2. When grounded we make him be centered + // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold + // 4. When landing we smoothly interpolate towards centering him on screen + var cameraPos = cameraTransform.position; + var offsetToCenter = centerPos - cameraPos; + + // Generate base rotation only around y-axis + var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z)); + + var relativeOffset = Vector3.forward * distance + Vector3.down * height; + cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset); + + // Calculate the projected center position and top position in world space + var centerRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, 0.5, 1)); + var topRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1)); + + var centerRayPos = centerRay.GetPoint(distance); + var topRayPos = topRay.GetPoint(distance); + + var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction); + + var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y); + + var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y); + if (extraLookAngle < centerToTopAngle) + { + extraLookAngle = 0; + } + else + { + extraLookAngle = extraLookAngle - centerToTopAngle; + cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0); + } +} + +function GetCenterOffset () +{ + return centerOffset; +} diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js.meta b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js.meta new file mode 100644 index 0000000..e458523 --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0b167d00b3108411a8a963cba5ddde1b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonController.js b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonController.js new file mode 100644 index 0000000..219b84d --- /dev/null +++ b/Guardian of Silverkeep/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonController.js @@ -0,0 +1,440 @@ + +// Require a character controller to be attached to the same game object +@script RequireComponent(CharacterController) + +public var idleAnimation : AnimationClip; +public var walkAnimation : AnimationClip; +public var runAnimation : AnimationClip; +public var jumpPoseAnimation : AnimationClip; + +public var walkMaxAnimationSpeed : float = 0.75; +public var trotMaxAnimationSpeed : float = 1.0; +public var runMaxAnimationSpeed : float = 1.0; +public var jumpAnimationSpeed : float = 1.15; +public var landAnimationSpeed : float = 1.0; + +private var _animation : Animation; + +enum CharacterState { + Idle = 0, + Walking = 1, + Trotting = 2, + Running = 3, + Jumping = 4, +} + +private var _characterState : CharacterState; + +// The speed when walking +var walkSpeed = 2.0; +// after trotAfterSeconds of walking we trot with trotSpeed +var trotSpeed = 4.0; +// when pressing "Fire3" button (cmd) we start running +var runSpeed = 6.0; + +var inAirControlAcceleration = 3.0; + +// How high do we jump when pressing jump and letting go immediately +var jumpHeight = 0.5; + +// The gravity for the character +var gravity = 20.0; +// The gravity in controlled descent mode +var speedSmoothing = 10.0; +var rotateSpeed = 500.0; +var trotAfterSeconds = 3.0; + +var canJump = true; + +private var jumpRepeatTime = 0.05; +private var jumpTimeout = 0.15; +private var groundedTimeout = 0.25; + +// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around. +private var lockCameraTimer = 0.0; + +// The current move direction in x-z +private var moveDirection = Vector3.zero; +// The current vertical speed +private var verticalSpeed = 0.0; +// The current x-z move speed +private var moveSpeed = 0.0; + +// The last collision flags returned from controller.Move +private var collisionFlags : CollisionFlags; + +// Are we jumping? (Initiated with jump button and not grounded yet) +private var jumping = false; +private var jumpingReachedApex = false; + +// Are we moving backwards (This locks the camera to not do a 180 degree spin) +private var movingBack = false; +// Is the user pressing any keys? +private var isMoving = false; +// When did the user start walking (Used for going into trot after a while) +private var walkTimeStart = 0.0; +// Last time the jump button was clicked down +private var lastJumpButtonTime = -10.0; +// Last time we performed a jump +private var lastJumpTime = -1.0; + + +// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.) +private var lastJumpStartHeight = 0.0; + + +private var inAirVelocity = Vector3.zero; + +private var lastGroundedTime = 0.0; + + +private var isControllable = true; + +function Awake () +{ + moveDirection = transform.TransformDirection(Vector3.forward); + + _animation = GetComponent(Animation); + if(!_animation) + Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird."); + + /* +public var idleAnimation : AnimationClip; +public var walkAnimation : AnimationClip; +public var runAnimation : AnimationClip; +public var jumpPoseAnimation : AnimationClip; + */ + if(!idleAnimation) { + _animation = null; + Debug.Log("No idle animation found. Turning off animations."); + } + if(!walkAnimation) { + _animation = null; + Debug.Log("No walk animation found. Turning off animations."); + } + if(!runAnimation) { + _animation = null; + Debug.Log("No run animation found. Turning off animations."); + } + if(!jumpPoseAnimation && canJump) { + _animation = null; + Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations."); + } + +} + + +function UpdateSmoothedMovementDirection () +{ + var cameraTransform = Camera.main.transform; + var grounded = IsGrounded(); + + // Forward vector relative to the camera along the x-z plane + var forward = cameraTransform.TransformDirection(Vector3.forward); + forward.y = 0; + forward = forward.normalized; + + // Right vector relative to the camera + // Always orthogonal to the forward vector + var right = Vector3(forward.z, 0, -forward.x); + + var v = Input.GetAxisRaw("Vertical"); + var h = Input.GetAxisRaw("Horizontal"); + + // Are we moving backwards or looking backwards + if (v < -0.2) + movingBack = true; + else + movingBack = false; + + var wasMoving = isMoving; + isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1; + + // Target direction relative to the camera + var targetDirection = h * right + v * forward; + + // Grounded controls + if (grounded) + { + // Lock camera for short period when transitioning moving & standing still + lockCameraTimer += Time.deltaTime; + if (isMoving != wasMoving) + lockCameraTimer = 0.0; + + // We store speed and direction seperately, + // so that when the character stands still we still have a valid forward direction + // moveDirection is always normalized, and we only update it if there is user input. + if (targetDirection != Vector3.zero) + { + // If we are really slow, just snap to the target direction + if (moveSpeed < walkSpeed * 0.9 && grounded) + { + moveDirection = targetDirection.normalized; + } + // Otherwise smoothly turn towards it + else + { + moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000); + + moveDirection = moveDirection.normalized; + } + } + + // Smooth the speed based on the current target direction + var curSmooth = speedSmoothing * Time.deltaTime; + + // Choose target speed + //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways + var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0); + + _characterState = CharacterState.Idle; + + // Pick speed modifier + if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift)) + { + targetSpeed *= runSpeed; + _characterState = CharacterState.Running; + } + else if (Time.time - trotAfterSeconds > walkTimeStart) + { + targetSpeed *= trotSpeed; + _characterState = CharacterState.Trotting; + } + else + { + targetSpeed *= walkSpeed; + _characterState = CharacterState.Walking; + } + + moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth); + + // Reset walk time start when we slow down + if (moveSpeed < walkSpeed * 0.3) + walkTimeStart = Time.time; + } + // In air controls + else + { + // Lock camera while in air + if (jumping) + lockCameraTimer = 0.0; + + if (isMoving) + inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration; + } + + + +} + + +function ApplyJumping () +{ + // Prevent jumping too fast after each other + if (lastJumpTime + jumpRepeatTime > Time.time) + return; + + if (IsGrounded()) { + // Jump + // - Only when pressing the button down + // - With a timeout so you can press the button slightly before landing + if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) { + verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight); + SendMessage("DidJump", SendMessageOptions.DontRequireReceiver); + } + } +} + + +function ApplyGravity () +{ + if (isControllable) // don't move player at all if not controllable. + { + // Apply gravity + var jumpButton = Input.GetButton("Jump"); + + + // When we reach the apex of the jump we send out a message + if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0) + { + jumpingReachedApex = true; + SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver); + } + + if (IsGrounded ()) + verticalSpeed = 0.0; + else + verticalSpeed -= gravity * Time.deltaTime; + } +} + +function CalculateJumpVerticalSpeed (targetJumpHeight : float) +{ + // From the jump height and gravity we deduce the upwards speed + // for the character to reach at the apex. + return Mathf.Sqrt(2 * targetJumpHeight * gravity); +} + +function DidJump () +{ + jumping = true; + jumpingReachedApex = false; + lastJumpTime = Time.time; + lastJumpStartHeight = transform.position.y; + lastJumpButtonTime = -10; + + _characterState = CharacterState.Jumping; +} + +function Update() { + + if (!isControllable) + { + // kill all inputs if not controllable. + Input.ResetInputAxes(); + } + + if (Input.GetButtonDown ("Jump")) + { + lastJumpButtonTime = Time.time; + } + + UpdateSmoothedMovementDirection(); + + // Apply gravity + // - extra power jump modifies gravity + // - controlledDescent mode modifies gravity + ApplyGravity (); + + // Apply jumping logic + ApplyJumping (); + + // Calculate actual motion + var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity; + movement *= Time.deltaTime; + + // Move the controller + var controller : CharacterController = GetComponent(CharacterController); + collisionFlags = controller.Move(movement); + + // ANIMATION sector + if(_animation) { + if(_characterState == CharacterState.Jumping) + { + if(!jumpingReachedApex) { + _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed; + _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; + _animation.CrossFade(jumpPoseAnimation.name); + } else { + _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed; + _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; + _animation.CrossFade(jumpPoseAnimation.name); + } + } + else + { + if(controller.velocity.sqrMagnitude < 0.1) { + _animation.CrossFade(idleAnimation.name); + } + else + { + if(_characterState == CharacterState.Running) { + _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed); + _animation.CrossFade(runAnimation.name); + } + else if(_characterState == CharacterState.Trotting) { + _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed); + _animation.CrossFade(walkAnimation.name); + } + else if(_characterState == CharacterState.Walking) { + _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed); + _animation.CrossFade(walkAnimation.name); + } + + } + } + } + // ANIMATION sector + + // Set rotation to the move direction + if (IsGrounded()) + { + + transform.rotation = Quaternion.LookRotation(moveDirection); + + } + else + { + var xzMove = movement; + xzMove.y = 0; + if (xzMove.sqrMagnitude > 0.001) + { + transform.rotation = Quaternion.LookRotation(xzMove); + } + } + + // We are in jump mode but just became grounded + if (IsGrounded()) + { + lastGroundedTime = Time.time; + inAirVelocity = Vector3.zero; + if (jumping) + { + jumping = false; + SendMessage("DidLand", SendMessageOptions.DontRequireReceiver); + } + } +} + +function OnControllerColliderHit (hit : 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